Summoning Benefits:
Novice:
Novice Summoning - Novice Summoning Spells cost half Magic --> 5 points grants access to this
Novice Atromancy - Double time duration for Novice Summoned Elementals --> 10 points grants access to this
Apprentice:
Apprentice Summoning - Apprentice Spells cost half Magic --> 15 points grants access to this
Summoner Range - Can summon Elementals twice as far away --> 20 points grants access to this
Soul Stealer - Summoned long-distance weapons can destroy targets in one shot --> 25 points grants access to this
Weapon Bound - Double time duration for Summoned weapons --> 5 points grants access to this
Mystic Binding - Summoned weapons do double damage --> 10 points grants access to this
Adept:
Adept Summoning - Adept Spells cost half Magic --> 5 points grants access to this
Dark Souls - Double time duration for Adept Summoned Elementals --> 10 points grants access to this
Expert:
Expert Summoning - Expert Spells cost half Magic --> 5 points grants access to this
Twin Souls - Double time duration for Summoned Elementals --> 10 points grants access to this
Elemental Potency - Expert Summoned Elementals are two times more powerful --> 15 points grants access to this
Master:
Master Summoning - Master Spells cost half Magic --> 5 points grants access to this
Elemental Overpower - Master Summoned Elementals are two times more powerful --> 10 points grants access to this
Evocation Benefits:
Novice:
Novice Destruction - Novice Evocation Spells cost half Magic --> 5 points grants access to this
Destructive Dual Casting - Dual casting a Evocation Spell doubles the damage caused --> 10 points grants access to this
Apprentice:
Apprentice Destruction - Apprentice Evocation Spells cost half Magic --> 15 points grants access to this
Augmented Flames - Fire Spells do double damage --> 20 points grants access to this
Augmented Freeze - Frost Spells do double damage --> 25 points grants access to this
Augmented Bolt - Shock Spells do double damage --> 5 points grants access to this
Impact - Most Evocation Spells will destroy an opponent in one shot when dual cast --> 10 points grants access to this
Rune Master - Can place runes five times farther away --> 5 points grants access to this
Adept:
Adept Destruction - Adept Evocation Spells cost half Magic --> 10 points grants access to this
Intense Flames - Fire damage causes targets to flee if their health is low --> 5 points grants access to this
Deep Freeze - Frost damage paralyses targets if their health is low --> 10 points grants access to this
Disintegrate - Shock damage disintegrates targets if their health is low --> 15 points grants access to this
Expert:
Expert Destruction - Expert Evocation Spells cost half Magic --> 5 points grants access to this
Master:
Master Destruction - Master Evocation Spells cost half Magic --> 10 points grants access to this
Enchanting Benefits:
Novice:
Novice Illusion - Novice Summoning Spells cost half Magic --> 5 points grants access to this
Illusion Dual Casting - Dual casting an Illusion spell overcharges the effects into an even more powerful version. --> 10 points grants access to this
Animage - Illusion spells now work on higher level animals. --> 15 points grants access to this
Apprentice:
Apprentice Illusion - Apprentice Spells cost half Magic --> 5 points grants access to this
Hypnotic Gaze - Calm spells now work on higher level opponents. --> 10 points grants access to this
Kindred Mage - All Illusion spells work on higher level opponents --> 15 points grants access to this
Adept:
Adept Illusion - Adept Spells cost half Magic --> 5 points grants access to this
Aspect of Terror - Fear spells work on higher level opponents. --> 10 points grants access to this
Quiet Casting - All spells cast from any school of magic are dispelled automatically by making the Mage confused. --> 15 points grants access to this
Rage - Frenzy spells work on higher level opponents. --> 20 points grants access to this
Expert:
Expert Illusion - Expert Spells cost half Magic --> 5 points grants access to this
Master of the Mind - Illusion spells work on Undead and other creatures --> 10 points grants access to this
Master:
Master Illusion - Master Spells cost half Magic --> 15 points grants access to this

Latest Chapter
Benefits Lord Tharn Zon
Benefits Summoning Novice Novice Summoning Novice Summoning Spells cost half Magic 5 points grants access to this Atromancy Double time duration for Novice Summoned Elementals 10 points grants access to this Apprentice Apprentice Summoning Apprentice Spells cost half Magic 15 points grants access to this Summoner Range Can summon Elementals twice as far away 20 points grants access to this Soul Stealer Summoned long-distance weapons can destroy targets in one shot 25 points grants access to this Weapon Bound Double time duration for Summoned weapons 5 points grants access to this Mystic Binding Summoned weapons do double damage 10 points grants access to this Adept Adept Summoning Adept Spells cost half Magic 5 points grants access to this Dark Souls Double time duration for Adept Summoned Elementals 10 points grants access to this Expert Expert Summoning Expert Spells cost half Magic 5 points grants access to this Twin Souls Double time duration for
Classes of Magic
Class of Magic Summoner – This Class is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation. Mages who specialize in this Class are known as Summoners. (Summons magical creatures and weapons.) Novice (level 1 to 10) Summon Familiar Summon a Familiar to fight at your side. A Familiar is a weak magical companion and not very smart. It can have the form of an Elemental or an animal. Novice (level 1 to 10) Summon Fire Elemental Summon a Fire Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50 Novice (level 1 to 10) Summon Flaming Familiar Summon a Flaming Familiar which explodes when it comes in contact with a target, giving 25 damage. Novice (level 1 to 10) Summon Ice Elemental Summon an Ice Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50 Novice (level 1 to 10) Summon Freezing Familiar Summon a Freezing Familiar which explodes when it comes in contact with a target, giving 2
Levels and Magic per creature killed
Novice level 1 to 1010 Magic per spell25 Undead =5 level Magic 0 Health 25 Stamina 251Elemental /familiar =10 level Magic 50 Health 50 Stamina 501 Old Elemental =15 level Magic 100 Health 100 Stamina 1001 No Soul =20level Magic 150 Health 150 Stamina 1501 No Soul Lord =25level Magic 200 Health 200 Stamina 200Apprentice level 11 to 2520 Magic per spell30 Undead =4 level Magic 0 Health 25 Stamina 251Elemental =5 level Magic 50 Health 50 Stamina 501 Old Elemental =10 level Magic 100 Health 100 Stamina 1001 No Soul =15level Magic 150 Health 150 Stamina 1501 No Soul Lord =20level Magic 200 Health 200 Stamina 200Adept level 26 to 5030 Magic per spell40 Undead =3 level Magic 0 Health 25 Stamina 251Elemental /familiar =2 level Magic 50 Health 50 Stamina 501 Old Elemental =5 level Magic 100 Health 100 Stamina 1001 No Soul =10level Magic 150 Health 150 Stamina 1501 No Soul Lord =15level Magic 200 Health 200 Stamina 200Expert level 51 to 7540 Magic per spell50 Undead =2 lev
Schools
Summoner/Conjuration – This school is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation. Mages who specialize in this school are known as Summoners.Evocation/Destruction - This school pertains to creating matter and energy, called up out of nothing. Destructive energy with which to attack is also an evocation. Mages who specialize in this school are known as Evokers.Divination – This school is focused on acquiring and revealing information. Divination was divided into two schools: Lesser Divination (all Divination spells up to 2nd level) and Greater Divination (all Divination spells of 5th level) in order to prevent specialist Mages from losing access to certain utility spells such as Detect Magic, Identify and Read Magic. Mages who specialize in this school are known as Diviners.Enchanting/Illusion – This school involves the ability to change the appearance of something, by creating a phantasm. It also teaches how t
Characters Names
Lord Tharn Zon - with short dark brown hair and light blue eyes. Istar - a Cathra girl, a race of Elves. Pointy ears, long light green hair, light brown tanned skin, dressed in a long white dress, opened on both sides, leaving her thighs and toned legs in plain sight. She had leather sandals with strings tied around her ankle and she was always nervous and insecure. She is the youngest of five kids her parents had, and she has two sisters and two brothers. Rihat - a Cathra like Istar, judging by her pointy ears, but she had white long hair tied in a high ponytail. The School bully comes from a very rich and influential family that is part of the government. Teacher Practical Class - Humanish man. Principal - Humanish old man. Osman Halabi - is a Humanish boy in the Summoning School, and his father is a Merchant. He always has ideas to gain money. Muranu - a Cathra boy in the Summoning School, always speaks before thinking. Synesia Bardane - a Catkind girl in the Summoning School
Curiosities of Varges Mondar World
Climate: The Acidic Season happens right before Winter starts. In that season and for one month, acidic rain falls from the sky, burning most of the plants and trees as a way to prepare the soil for the Winter and the next generation of plants after the Winter Season, the so-called "Abundance Season" that lasts for four months. Calendar: Winter lasts two months, Acidic lasts one month, Abundance is four months, and Summer is two months as well. Days have twenty hours during most of the year, except in Winter, which has merely fifteen hours. Topography: The World is made up of a single massive landmass, with the ocean covering nearly 75% of the planet's surface. There are seven countries and a few small islands that belong to three countries because those islands are near them. Flora: Healing plants with Magical powers that have leaves of a triangular shape. Poisonous plants and flowers were extremely colourful, with some even able to glow in the dark. Anesthesia plants, aromati
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